The Orchid's Edge by Cornflowerblue
'The Orchid's Edge' is a third-person Combat Action platformer where you play as Willow, a Dryad Spirit Reaper who defends the souls of the forest from being harvested by a kind of mechanical invader known as the Clunkers. Using her scythe The 'Wild Orchid', she protects the cycle of life and death in the forest.
Will you save the souls, or will you fail?
Controls:
JUMP (Space, A)
ATTACK (Left Mouse, X)
DODGE (Right Mouse, B)
LOCK-ON (Middle Mouse, Right Stick Click)
Graphics and Programming done by: @Cornf_Blue on Twitter! Music and Sound Design done by: @CFY98 on Twitter! Check us out!

| Link | https://cornflowerblue.itch.io/the-orchids-edge |
| Link | https://cornflowerblue.itch.io/the-orchids-edge |
| Original URL | https://ldjam.com/events/ludum-dare/52/the-orchids-edge |
Ratings
| Overall | 72th | 4.021⭐ | 147🧑⚖️ |
| Fun | 154th | 3.821⭐ | 147🧑⚖️ |
| Innovation | 653th | 2.842⭐ | 148🧑⚖️ |
| Theme | 733th | 2.941⭐ | 147🧑⚖️ |
| Graphics | 23th | 4.566⭐ | 147🧑⚖️ |
| Audio | 31th | 4.177⭐ | 146🧑⚖️ |
| Humor | 438th | 2.809⭐ | 130🧑⚖️ |
| Mood | 168th | 3.853⭐ | 141🧑⚖️ |
| Given | 20🗳️ | 43🗨️ |
The collect-a-thon aspect is really nice and there is a lot to explore!
Just a little thing to point out personally, and it might be personnal taste, but the dodge move feels a bit too sluggish, and doesn't make you want to use it that much.
Another thing being the starting text being really small and easy to miss the first time, while you get yourself used to the controls.
Either way, I'm just impressed by how polished it looks.
Congrats on the team for making such a fleshed out game in such little time! :D
Loved the art design, it was overall very cute and aesthetically pleasing, the dynamic combat music was nice too. It was sometimes a bit hard because the timings of dash, its recovery and the cooldowns of the shooting enemies are mixed in a way that got me quite punished for using dash incorrectly, but i had fun anyway.
Its especially impressive considering how polished this looks, the time and the team size, great game!
Perhaps my only gripe is that the jump can feel a bit clunky at times, but it's truly a minor issue in an otherwise excellent entry!
Also, I don't know if there are exactly 50 elements to get, but at some point I killed a flying enemy but was not able to collect his drop (it was too high I think).
and ........... (its not a bug, its a feauture ;D ) thanks for the game. very good work.
Only downside... The only only thing... it's a bit hard to control.
But really nice work overall.

If you even make a full version or post-jam update, may I suggest to try different footstep sound for different surfaces :slight_smile:
Controls are really tight running around, but can feel a little floaty when jumping, and a little too rigid when battling. I felt I was getting hit a lot (particularly by airborn enemies) during the attack combo because I felt I didn't have full control of my character.
The gameplay is pretty boilerplate collect-a-thon, which isn't a negative thing. That genre is popular for a reason :) But if I were to strip the beautiful visuals out, I wouldn't see much compelling about the gameplay itself (beyond just the normal dopamine hits of collecting things and watching numbers go up).
All-in-all a super impressive entry. Nice work!!
*Everyone wants to give me a hug*
The artistic side is obviously 10/10, and I'd love to see a full game with this main character, but not necessarily this game. The gameplay itself isn't something to write home about; it's just a PS2-era adventure game with combat elements from modern ARPGs. Also, this isn't 2003 anymore; please bind attack to RT or RB instead of X.
You can "fly" by mashing A+X, and I thought it was pretty funny. So I quickly forgot there was a dash button.

I see that you are polishing this visuals through ludum to ludum (+some stuff I saw on your twitter as well) haha. I may wanna try your previous ones too .
Anyway, really good job ! :tada:
Really solid character controller, it was fun running around collecting stuff xD
Here's some improvements I could think of
-less delay at end of dash, character felt really responsive otherwise
-more groups of collectibles (like groups of 5 maybe) + more collectibles required to win to balance it out. The collecting sound effects are really satisfying and I think it would feel better to collect more at once
-Sometimes the crystals were hard to get after killing flying enemies, could have it so those ones specifically move towards you and auto collect
-reduce attack speed of ranged guys a bit. There were a couple times they hit me and I immediately jumped to try and kill it again only for it to shoot me down a second or third time xD
- Fun gameplay, clear objective
- Nice animations and graphics
- Controls are well polished (I like the Air floating on attacking, attacking sequences and camera follow), although there are 2 easy crucial problems with controls (easy fixable though) – too big cooldown on movement/actions after dash and too big cooldown on movement/actions after 3rd attack. It may seem that it's for more complicated combat, but in fact it's just a frustrating slow combat feature, that needs to be fixed. Got hit by floating enemies too many times when I wouldn't with more quick combat system.
- GUI looks nice, although health bar with full HP looks like you lost some HP already. So it was strange that I didn't heal anything with the Heart Flower at firsts 3-4 tries (then I understood that I was on Full HP, it was just bad GUI visuals for bar).
- Shorts instead of pantsu could be a disappointment for some audience... :)
It looks like a lot of stuff were made before the jam (like controls and maybe some animations), but if it was made from the scratch – that's really impressive.
Anyway good job and good small game!
Platforming however felt a bit frustrating. Aiming your jumps felt very frustrating, especially when you are trying to land on a moving platform.
Nonetheless, I really love the game! Good job!
Maybe making procedural generation would make it even better :)
For my personal taste there was a little too much delay at the end of the character's actions. I wanted to be a little more agile than I actually could be, but despite that I still had a very good time and completed the game. I found the ground enemies to not be a real threat, but did struggle with the timing on the flying ones. It took me 3 runs because on my first two runs I kept getting in a stun loop from the flying enemy and didn't have enough heart flowers to recover from that mistake lol
The music is fun and has enough variety to be entertaining through the whole game and the switch during combat is a really nice touch you don't expect for a jam game.
Great job!
The only regret is that the after-dash delay is too long. This slows down the tension and cuts the tempo of the game in flat-forming.
But if you think about the three-day build, this game is almost perfect. Thank you for your hard work!
on the end, the flying monsters do feel a bit overwhelming with how fast and accurate their projectile is. I think it would be fine a tighter movement kit as mentioned but in the current state they would definitely benefit from a slower pacing in their design.
overall still a fun experience that made me want to play more, great job!
Amazing work, great entry :).
My heart ghhhhh!?!?
Everything is wonderful, but the music is what I love the most ^~^
Would love to see work on this continued.
I'm hyped to see what you make in the future!
@soonthespoon
Like everyone else i was surprised how its possible to make such an amazing game like this in just 3 days. But im fairly certain it was, seeing your previous entries. They have all been similar and they all worked and were good, just like this one! So at this point you have a solid 3D game engine of sorts i would say! nice :))
Perhaps the only real feedback I have is to place some sort of checkpoint system for when you fall down, as I did a bit too often on accident. Having to track back from the start every time felt a bit tiring after the first few falls.
I really enjoy the aesthetic.
Love the collectables and feel of combat.
I wish the platforming was a drop more fluid.
For instance the float at the end of the dash feel like it slows the whole game down.
Also the recoil from being hit seems fairly long. If the projectile from the purple enemy hits me I barely have enough time to get back to him before he is firing again. Not a huge deal if you dodge the strike but i think the timing could be better.
Love the collectables aspect and the level design. (Though there was an empty island? Feel like it was just there to catch you if you fell from above)
Balance could use some improvements though. First, the delay after dodge feels like it shouldn't be there, sometimes it even makes you more vulnerable instead of dodging. Second is that there's too little HP - the heart plants are rare and they restore only 5 points.
Other than that, I enjoyed it a lot!
The game was a little bit unresponsive. Most actions make you freeze for a second. It's not fun to watch your character stand in place while he gets killed.
And as for the combat: every knight freezes in place when you attack them. Even the dark big one can be easily defeated by pressing a button
Aside from these things, the game's rather fun. Good job